Game of Thrones / ASOIAF Scenario for BTS

Unit Ideas for the forthcoming mod (So far...):

Spoiler :

Recon:
-Scout
-Outrider

Foot:
-Militia
-Man-At-Arms
-Spearman
-Sellsword
-Pikeman/Goldcloaks(Crownlands UU)/Dornish Spearman (Dorne UU)
-Sworn Sword/Thenn Warrior(Wilding UU)
-Foot Knight/Kingsguard(Crownlands NU or possibly civic restricted, 1 allowed)/Iron Born(Greyjoy UU)

Ranged:
-Bowman
-Archer
-Crossbowman
-Scorpion (Defense Only, 0 Movement) --- or a building, still deciding
-Defense Catapult (Defense Only, 0 Movement) --- or a building, still deciding
-Wildfire Thrower (NU, 1 allowed)

Cavalry:
-Light Cavalry
-Mouted Man-At-Arms
-Mounted Archer
-Freerider
-Lancer
-Heavy Cavalry/Knight (UU for Reach, Vale, Storm, River, West, Dragonstone)/Bloodrider (UU Dothraki)/Ranger (Watch UU)
-Camel Rider (requires camel resource?)
-Mammoth Rider (requires mammoth resource? Wilding UU?)

Siege:
-Mangonel
-Siege Catapult
-Trebuchet

Naval:
-Cog
-Galley
-War Galley
-Carrack
-Great War Galley/Longship (Greyjoy UU)

Other:
-Spy
-Assassin/Shade (UU Dragonstone?)
-Faceless Man (NU?, 1 allowed)
-White Walker (Barbarian Only)
-Wight (Barbarian Only)
-Mountain Clansman (Barbarian Only)?
-Direwolf (UU The North, NU 1-2 allowed?)
-Dragon (World Unit? 3 allowed)



Buildings coming soon...
 
You haven't read the last book, but the mountain clansmen should be available in huts in the mountains giving either a friendly unit or a barbarian unit (like when huts sometimes make barbarian warriors spawn next to your unit). That way every civ has the possibility to befriend them at some point (maybe making it easier for stronger units to spawn friendly clansmen).
What happened to the northern mounted UU ? And lastly, would the sellsword be accessible through the merc mechanics only ?

I like the rest though :)
 
Building Ideas for the forthcoming mod (so far):

Spoiler :
Generic:
-Barracks
-Granary
-Well
-Stable
-Palisade Walls
-Stone Walls
-Curtain Walls
-Keep
-Winesink
-Alehouse
-Brothel
-Great Hall
-Maester's Quarters
-Blacksmith
-Armory
-Tourney Grounds
-Bard's Hall
-Mummer's Theater
-Market
-Crypt

Wonders:
-The Sea Tower
-The Titan of Braavos
-The Arsenal
-The Citadel
-The Spear Tower
-The Crypt of the Kings of Winter
-The Moon Door
-The Red Keep
-The Iron Throne
-Lannister Wealth
-The Wall?
-The Tower of the Sun
-Alchemist's Guild

Religious:

The Old Gods:
-Weirwood Tree
-Godswood
-Weirwood Forest
-Wonder: Isle of Faces
The Faith of Seven:
-Sept
-Septa's Quarters
-Silent Sisters
-Wonder: Great Sept of Baelor
The Drowned God
-Temple of the Drowned God
-Drowned Man's Quarters
-Drowning Ritual
-Wonder: The Bloody Keep
The Lord of Light
-Temple of R'hllor
-Red Priesthood
-Temple of Azor Ahai
-Wonder: The Lightbringer
The Horse God
-Godsway
-Dosh Khaleen
-Womb of the World
-Wonder: Mother of Mountains
 
You haven't read the last book, but the mountain clansmen should be available in huts in the mountains giving either a friendly unit or a barbarian unit (like when huts sometimes make barbarian warriors spawn next to your unit). That way every civ has the possibility to befriend them at some point (maybe making it easier for stronger units to spawn friendly clansmen).
What happened to the northern mounted UU ? And lastly, would the sellsword be accessible through the merc mechanics only ?

I like the rest though :)

Thanks. And yea I will look into getting something like that going for the mountain clans.
I thought about a mounted UU for the north, but i feel like heavy cavalry fits them well and I would just give the north a bonus (like all cavalry start with +10% strength or something). I'll reconsider though.

I'd like to get a merc system going, but i also might just make Sellswords and Freeriders expensive to maintain to simulate mercenaries.
 
Good. I like the buildings !
Some thoughts on the crownlands :
The land is described as poor, not good enough to keep the population fed. We don't want that in the mod as the city would lose population points, but the land could be very poor (no workers at start, no resources except for sea food, no improvements on start). The point of controlling the crownlands is controlling King's Landing, so I think King's Landing should be full of wonders to make it rich and very valuable. It's a symbol so it must be worth the risk of heavy losses (or even total defeat) to take it.
 
I definitely agree. The area surrounding kings landing will be low in food availability, but the city itself will be rich in culture (hence the three wonders I will have in the scenario: the red keep, the great sept of baelor, and the iron throne). The iron throne will act much like the apostolic palace in bts, except there will be no vote competition: whoever holds the city is king(pope) and as usual defying the king will mean war.

Another concept I want to make is putting some more diplomacy options. So in addition to open borders and the normal trade agreements you will have:
-arrange marriage: +1-2 relations.
-give ward: the giver cannot declare war and will show -1 or 2 to relations with the receiver. The receiver however gets a +2 or 3 benefit to relations so when you exchange wards there is a net gain in relations for both parties. If you take a ward as payment for surrender, there you have your hostage.
 
The concept is good but IMO +3-4 relations for an arranged marriage is more apropriate. Most alliances in Westeros stand on blood links (Robert's rebellion was based on marriages between Robert and Lyanna, Ned and Catelyn and Jon and Lysa, and in the books most alliances are the same, ie highgarden). Marriages should be limited, Lysa for example should have it available once (for little Robert), and the Crownlands only thrice.
Also I'm not sure about the -1 relation for giving ward. Robert and Ned were wards to Jon Arryn together and they both loved him like a second father. In peace it's good to send your sons away to someone, it's only in war-time that they're more like hostages.
Else it would be too much of a partial short term vassalisation.
 
I just opened the scenario as Lannister. They should have way more starting gold and more gold mines. They gold, remember?

Individuals are pretty important in the War of the Five Kings, so there should be more Warlord units representing them for every side, maybe five max. Ser Jaime, Ser Kevan, Ser Addam, Ser Gregor, and Ser Amory should be Lannister side. The Riverlands should
have Ser Brynden, Ser Marq, Ser Patrek, and Ser Karyl Vance (Edmure should be Lord). The North gets the Greatjon, Roose Bolton, The Glovers, and Lady Mormont. So and so forth. Splitting up hosts amongst bannermen was pretty key to strategy in the books.

Eliminate the Night's Watch, they have no contention for the crown and it'd be better to make the wildlings' invasion an event. Make the map unexplored (only ravens and armies convey long-distance information).

I'll suggest more as I play on.
 
I agree about the first part of your message,though the Lannisters have severall gold sites near gold tooth.

For the rest, as I said earlier the night's watch could have different objectives than the rest (that would be for the mod of course, not the scenario) which would mean a unique gameplay.

Also, I would rather see the map unexpored except for the main roads (kingsroad, roseroad, goldroad etc...) because every faction knows those parts of the land. Also making the main cities visible would make it easier for new players to locate the important cities on the map (same thing, the Northmen would know where Casterly Rock is located, or the ironmen Sunspear).

And welcome to CFC :)
 
@adrienier:

As for the arranged marriages, I'd like to let players have many options so it would be unlimited. The idea being that if the person being married off is not necessarily direct family. It could be a relative of some kind or someone from a minor house (kind of like how Robb doesn't promise to marry directy into the Tully family; he promised to marry a Frey, but the marriage still has the effect of strengthening relations between the riverlands and the north). Lysa may only have one son, but there certainly aren't a lack of minor houses that she could hypothetically use to strengthen ties with other lands.

As for the Wards, this negative effect would serve soley to make the mechanics of the diplomacy work, but could be rationalized by saying that no family likes sending away their children to be a ward elsewhere (hence the negative hit on relations), but when wards are exchanged without the use of force, the overall (net) effect is positive. And like i said, it would be temporary (10-20 turns or something). I was actually thinkng of making multiple time periods for giving/taking wards, like:
-Give Ward (10 Turns)
-Give Ward (20 Turns)
-Give Ward (30 Turns)
I'll keep thinking on it though. Hopefully i can find a better system.

@thekingmob:
I agree. I will add more gold to the lannister treasury and give some great generals to each player (although probably not as many as you suggest, maybe 2 each). I will also change the map to unexplored for all players except the capital cities of the other houses and perhaps some of the main roads.
As for the night's watch, you are right that in the scenario they do not really fit in well. I will be keeping them for the mod though and will try and set it up so that the watch has a completely different gaming experience from the other houses, as adrienier suggested. Their objectives will not be to take the iron throne and defeat the other houses, but something else (haven't decided, maybe a set of objectives like in rhye's and fall of civs, eg: Do not lose a city until 300 AL, Destroy Mance Rayder, Allow no white walkers or Wildings south of the Wall until 300AL).

-beast
 
Ok another idea for the mod:

I'd like to make it so that the night's watch cannot build units. All of their soldiers and workers would need to be "recruited". The way this would work is that the night's watch would be given access to special units called 'recruiters'. These units would be based on the Great Merchant unit in that once they get to a friendly city, they will be given an option to perform a mission there (instead of 'trade mission' that yields gold, he will be able to 'Recruit' which yields units). The farther and more populated/cultured the city, the more units will be awarded (of course the problem is that the farther you go to recruit, the farther those units have to travel in order to get back to the wall).

What do you all think? I dont know if something like this is possible, but i think it would make playing as the night's watch more exciting.

Also the generation of these recruiters would be based on combat experience (ala great generals) so the more wildings and white walkers you fight, the more recruiters you'll receive.
 
I'm pretty sure it's doable, and would be interesting ! Actually their production is so low that you can't build units by yourself except by paying for them with unniversal suffrage, so that would be a way to give them units (although they shouldn't have too many).

Maybe some units could also spontaneously spawn to represent knights sent to the wall by lords for rebellion or such crimes, or maybe units spawning at Eastwatch (arrived by boat).
 
How about a new "wall" terrain, that is functionally the same as mountains, but with sweet new graphics?
 
**SCENARIO UPDATE**
-Map is now unrevealed for all players. Scouts added.
-Added Great Generals (most bound to Knights)
-Added some units here and there
-Adjusted some terrain/bonuses
-Lannister starts with Harrenhal now
-Stormland's army starts in Highgarden
-Crownlands have no real army (no knights), only city defenders.

Hopfully these changes will solve some of the existing issues.
Let me know what you all think.

-beast

PS: As a result of adding the new updated file, the download will once again be unavailable until it is approved by an administrator.
 
Great! :goodjob:
Btw, after you have 30 post, no moderation queue will be applied to your newly uploaded files
 
about roads , in your mod you can use the cart path /road / paved road/highway system from other mods to better reflect speed of travel for units and also to allow access to resources without having networks of expensive roads all over .

also i played a few mods where movement for units was modified substantially , for example if a foot unit moves 2 and a horse unit 5, then a naval unit can move 10 , and a dragon can move 20

moving minimum 2 i think its very important because of game mechanics , say your army attacks a city , once the last defender dies , the whole army would move inside and start healing , much like in history , the army will not wait 1 year outside to start sacking the city.

also , most units should have a minus defense(say 50%) in forests and hills and snow , remember how many battles have been lost while the army was marching through a forest or a canyon.
 
Another way to adjust movement speed is to change how much time a turn represents--apparently it takes about a month and a half to travel the kingsroad from King's Landing to Winterfell.
 
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